Difference between revisions of "FF7/Weapon data"

From Final Fantasy Inside
< FF7
Jump to navigation Jump to search
my_wiki>Akari
(KERNEL.BIN - Section 6: Weapon data format)
m (KERNEL.BIN - Section 6: Weapon data format: Added switch to usage restriction mask)
 
(22 intermediate revisions by 5 users not shown)
Line 10: Line 10:
 
|style="background:rgb(255,255,255);" align="center" | 0x00
 
|style="background:rgb(255,255,255);" align="center" | 0x00
 
|style="background:rgb(255,255,255);" | 1 byte
 
|style="background:rgb(255,255,255);" | 1 byte
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Targeting Data|Target flags]]
+
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Targeting Data|Target Flags]]
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x01
 
|style="background:rgb(255,255,255);" align="center" | 0x01
 
|style="background:rgb(255,255,255);" | 1 byte
 
|style="background:rgb(255,255,255);" | 1 byte
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Attack Effect Id|Attack Effect Id]]. Always 0xFF. Isn't used for weapon in game.
+
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Attack Effect Id List|Attack Effect Id]]. Always 0xFF. Isn't used for weapon in game.
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x02
 
|style="background:rgb(255,255,255);" align="center" | 0x02
 
|style="background:rgb(255,255,255);" | 1 byte
 
|style="background:rgb(255,255,255);" | 1 byte
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Damage_Calculation|Damage calculation]]
+
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Damage Calculation|Damage Calculation]]
 
|-
 
|-
|style="background:rgb(255,255,204);" align="center" | 0x03
+
|style="background:rgb(255,255,255);" align="center" | 0x03
|style="background:rgb(255,255,204);" | 1 byte
+
|style="background:rgb(255,255,255);" | 1 byte
|style="background:rgb(255,255,204);" colspan="2" | Hit Chance%[Always 0xFF]
+
|style="background:rgb(255,255,255);" colspan="2" | Not used. Always 0xFF.
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x04
 
|style="background:rgb(255,255,255);" align="center" | 0x04
 
|style="background:rgb(255,255,255);" | 1 byte
 
|style="background:rgb(255,255,255);" | 1 byte
|style="background:rgb(255,255,255);" colspan="2" | Weapon Attack
+
|style="background:rgb(255,255,255);" colspan="2" | Weapon attack strength for damage formula.
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x05
 
|style="background:rgb(255,255,255);" align="center" | 0x05
 
|style="background:rgb(255,255,255);" | 1 byte
 
|style="background:rgb(255,255,255);" | 1 byte
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Status_Effects|Status Attack]] (index of status bit)
+
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Status Effects|Status Attack]]. This is index of status bit.
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x06
 
|style="background:rgb(255,255,255);" align="center" | 0x06
 
|style="background:rgb(255,255,255);" | 1 byte
 
|style="background:rgb(255,255,255);" | 1 byte
|style="background:rgb(255,255,255);" colspan="2" | Materia growth rate
+
|style="background:rgb(255,255,255);" colspan="2" | Materia growth rate (0, 1, 2, 3 for None, Normal, Double, Triple. All other values are "Normal" Growth)
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x07
 
|style="background:rgb(255,255,255);" align="center" | 0x07
Line 44: Line 44:
 
|style="background:rgb(255,255,255);" colspan="2" | Weapon hit chance (%)
 
|style="background:rgb(255,255,255);" colspan="2" | Weapon hit chance (%)
 
|-
 
|-
|style="background:rgb(255,255,204);" align="center" | 0x09
+
|style="background:rgb(255,255,255);" align="center" | 0x09
|style="background:rgb(255,255,204);" | 1 byte
+
|style="background:rgb(255,255,255);" | 1 byte
|style="background:rgb(255,255,204);" colspan="2" | Unknown (Modifies sounds, sound bank?)
+
|style="background:rgb(255,255,255);" colspan="2" | Weapon model
 +
|-
 +
|style="background:rgb(204,204,255)" align="center" colspan="2" rowspan="2" | &nbsp;
 +
|style="background:rgb(255,255,255);" | Upper nybble
 +
|style="background:rgb(255,255,255);" | Attack animation modifier (For Barret and Vincent only)
 +
|-
 +
|style="background:rgb(255,255,255);" | Lower nybble
 +
|style="background:rgb(255,255,255);" | Weapon model index
 
|-
 
|-
 
|style="background:rgb(255,255,204);" align="center" | 0x0A
 
|style="background:rgb(255,255,204);" align="center" | 0x0A
 
|style="background:rgb(255,255,204);" | 1 byte
 
|style="background:rgb(255,255,204);" | 1 byte
|style="background:rgb(255,255,204);" colspan="2" | Unknown (always FFh)
+
|style="background:rgb(255,255,204);" colspan="2" | Alignment. Always 0xFF.
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x0B
 
|style="background:rgb(255,255,255);" align="center" | 0x0B
|style="background:rgb(255,255,255);" | 1 bytes
+
|style="background:rgb(255,255,255);" | 1 byte
|style="background:rgb(255,255,255);" colspan="2" | Weapon Model ID (Character Specific)
+
|style="background:rgb(255,255,255);" colspan="2" | Mask for access high sound id (0x100+).
 
|-
 
|-
|style="background:rgb(255,255,204);" align="center" | 0x0C
+
|style="background:rgb(255,255,255);" align="center" | 0x0C
|style="background:rgb(255,255,204);" | 2 bytes
+
|style="background:rgb(255,255,255);" | 2 bytes
|style="background:rgb(255,255,204);" colspan="2" | Unknown (camera movement?) [Aways 0xFFFF]
+
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Camera Movement Id List|Camera Movement Id]]. Used for both single and multiple targeted attacks with this weapon. Always 0xFFFF.
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x0E
 
|style="background:rgb(255,255,255);" align="center" | 0x0E
Line 100: Line 107:
 
|style="background:rgb(255,255,255);" align="center" | 0x10
 
|style="background:rgb(255,255,255);" align="center" | 0x10
 
|style="background:rgb(255,255,255);" | 2 bytes
 
|style="background:rgb(255,255,255);" | 2 bytes
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Elemental_Data|Attack Element]]
+
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Elemental_Data|Attack Element]]
 
|-
 
|-
 
|style="background:rgb(255,255,204);" align="center" | 0x12
 
|style="background:rgb(255,255,204);" align="center" | 0x12
Line 164: Line 171:
 
|style="background:rgb(255,255,255);" align="center" | 0x24
 
|style="background:rgb(255,255,255);" align="center" | 0x24
 
|style="background:rgb(255,255,255);" | 1 bytes
 
|style="background:rgb(255,255,255);" | 1 bytes
|style="background:rgb(255,255,255);" colspan="2" | Normal Hit Sound
+
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Sound Effect Id List|Sound Effect Id]] for normal hit.
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x25
 
|style="background:rgb(255,255,255);" align="center" | 0x25
 
|style="background:rgb(255,255,255);" | 1 bytes
 
|style="background:rgb(255,255,255);" | 1 bytes
|style="background:rgb(255,255,255);" colspan="2" | Critical Hit Sound
+
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Sound Effect Id List|Sound Effect Id]] for critical hit.
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x26
 
|style="background:rgb(255,255,255);" align="center" | 0x26
 
|style="background:rgb(255,255,255);" | 1 bytes
 
|style="background:rgb(255,255,255);" | 1 bytes
|style="background:rgb(255,255,255);" colspan="2" | Miss Sound
+
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Sound Effect Id List|Sound Effect Id]] for missed attack.
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x27
 
|style="background:rgb(255,255,255);" align="center" | 0x27
 
|style="background:rgb(255,255,255);" | 1 byte
 
|style="background:rgb(255,255,255);" | 1 byte
|style="background:rgb(255,255,255);" colspan="2" | Impact effect id
+
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Impact Effect Id List|Impact Effect Id]]
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x28
 
|style="background:rgb(255,255,255);" align="center" | 0x28
 
|style="background:rgb(255,255,255);" | 2 bytes
 
|style="background:rgb(255,255,255);" | 2 bytes
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Attack_Special_Properties|Special attack flags]] [Always 0xFFFF]
+
|style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Special Attack Flags|Special Attack Flags]]. Always 0xFFFF.
 
|-
 
|-
 
|style="background:rgb(255,255,255);" align="center" | 0x2A
 
|style="background:rgb(255,255,255);" align="center" | 0x2A
Line 186: Line 193:
 
|style="background:rgb(255,255,255);" colspan="2" | Restriction Mask (If the following bits are 0)
 
|style="background:rgb(255,255,255);" colspan="2" | Restriction Mask (If the following bits are 0)
 
|-
 
|-
|style="background:rgb(204,204,255);" colspan="2" rowspan="4" | &nbsp;
+
|style="background:rgb(204,204,255);" colspan="2" rowspan="5" | &nbsp;
 
|style="background:rgb(255,255,255);" | 01h
 
|style="background:rgb(255,255,255);" | 01h
 
|style="background:rgb(255,255,255);" | Can be sold
 
|style="background:rgb(255,255,255);" | Can be sold
Line 195: Line 202:
 
|style="background:rgb(255,255,255);" | 04h
 
|style="background:rgb(255,255,255);" | 04h
 
|style="background:rgb(255,255,255);" | Can be used in Menu Out of Battle
 
|style="background:rgb(255,255,255);" | Can be used in Menu Out of Battle
 +
|-
 +
|style="background:rgb(255,255,255);" | 08h
 +
|style="background:rgb(255,255,255);" | Can be thrown in Battle
 
|-
 
|-
 
|style="background:rgb(255,255,255);" colspan="2" | Other values have no effect
 
|style="background:rgb(255,255,255);" colspan="2" | Other values have no effect
 
|}
 
|}

Latest revision as of 02:42, 9 December 2020

KERNEL.BIN - Section 6: Weapon data format

This section contains the weapon data. Each weapon attribute is 44 bytes long.

Offset Length Description
0x00 1 byte Target Flags
0x01 1 byte Attack Effect Id. Always 0xFF. Isn't used for weapon in game.
0x02 1 byte Damage Calculation
0x03 1 byte Not used. Always 0xFF.
0x04 1 byte Weapon attack strength for damage formula.
0x05 1 byte Status Attack. This is index of status bit.
0x06 1 byte Materia growth rate (0, 1, 2, 3 for None, Normal, Double, Triple. All other values are "Normal" Growth)
0x07 1 byte Critical hit chance (%)
0x08 1 byte Weapon hit chance (%)
0x09 1 byte Weapon model
  Upper nybble Attack animation modifier (For Barret and Vincent only)
Lower nybble Weapon model index
0x0A 1 byte Alignment. Always 0xFF.
0x0B 1 byte Mask for access high sound id (0x100+).
0x0C 2 bytes Camera Movement Id. Used for both single and multiple targeted attacks with this weapon. Always 0xFFFF.
0x0E 2 bytes Equip Mask
  0x0001 Equipable on Cloud
0x0002 Equipable on Barret
0x0004 Equipable on Tifa
0x0008 Equipable on Aeris
0x0010 Equipable on Red XIII
0x0020 Equipable on Yuffie
0x0040 Equipable on Cait Sith
0x0080 Equipable on Vincent
0x0100 Equipable on Cid
0x0200 Equipable on Young Cloud
0x0400 Equipable on Sephiroth
0x10 2 bytes Attack Element
0x12 2 bytes Unknown [Always 0xFFFF]
0x14 4 bytes Increase Stat Type
  0xFF None
0x00 Strength
0x01 Vitality
0x02 Magic
0x03 Spirit
0x04 Dexterity
0x05 Luck
0x18 4 bytes Stat Amount Increased (Based on above)
0x1C 8 bytes Materia Slots
  0x00 No Slot
0x01 Empty Unlinked Slot (no growth-equips)
0x02 Empty Left Linked Slot (no growth-equips)
0x03 Empty Right Linked Slot (no growth-equips)
0x05 Unlinked Slot
0x06 Left Linked Slot
0x07 Right Linked Slot
0x24 1 bytes Sound Effect Id for normal hit.
0x25 1 bytes Sound Effect Id for critical hit.
0x26 1 bytes Sound Effect Id for missed attack.
0x27 1 byte Impact Effect Id
0x28 2 bytes Special Attack Flags. Always 0xFFFF.
0x2A 2 bytes Restriction Mask (If the following bits are 0)
  01h Can be sold
02h Can be used in Battle
04h Can be used in Menu Out of Battle
08h Can be thrown in Battle
Other values have no effect